Kinglake | How to Build Accessible Games | Buch | 978-1-041-00566-7 | www.sack.de

Buch, Englisch, 240 Seiten, Format (B × H): 178 mm x 254 mm

Kinglake

How to Build Accessible Games


1. Auflage 2026
ISBN: 978-1-041-00566-7
Verlag: Taylor & Francis Ltd

Buch, Englisch, 240 Seiten, Format (B × H): 178 mm x 254 mm

ISBN: 978-1-041-00566-7
Verlag: Taylor & Francis Ltd


This book challenges misconceptions about game accessibility practices, teaches you the innovative and economic benefits of accessibility, and provides you with tools needed to responsibly improve the accessibility of your game. Advocating for accessibility and getting buy-in within a business setting can be challenging; this book is your helpful guide to navigating these challenges!

It begins by explaining the philosophy of universal design and how it applies to game accessibility, and how making accessible games will make them generally more enjoyable and usable for everyone. It shows best-in-class examples of accessibility and highlights opportunities that can be directly applied to your projects. Finally, it asks and answers the question: how does building inaccessible games affect the quality of our games, hurt the trust the audience has in us, and impact profits and generate press?

This book will be of great interest to all those within the field of game design and development, including newcomers, seasoned developers, publishers, and educators.

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Zielgruppe


Professional Practice & Development


Autoren/Hrsg.


Weitere Infos & Material


Section 1 - Defining Accessibility

Chapter 1. Video Games are for Everyone

Chapter 2. About This Book

Chapter 3. The Social Model of Disability

Chapter 4. Addressing Inaccessibility

Chapter 5. The Types of Barriers in Games

Chapter 6. The Cycle of Exclusion

Chapter 7. The Curb Cut Effect

Section 2 - Making More Accessible Games

Chapter 8. Building More Accessible Games

Chapter 9. Nothing About Us Without Us

Chapter 10. Accessibility as a Culture

Chapter 11. Your Vision & Accessibility

Chapter 12. Audio Accessibility

Chapter 13. Motor Accessibility

Chapter 14. Cognitive Accessibility

Chapter 15. Visual Accessibility

Chapter 16. Speech Accessibility

Chapter 17. Marccomms Accessibility

Chapter 18. General Accessibility

Section 3 - Advocating for Accessibility

Chapter 19. Justifying Accessibility

Chapter 20. Making a Compelling Case

Chapter 21. Accessibility Supports Your Staff

Chapter 22. Accessibility is: Creativity, Innovation & Quality

Chapter 23. Accessibility is: Responsibility & Your Reputation

Chapter 24. Identifying an Audience

Chapter 25. Accessibility and Cost

Chapter 26. Conversations in Advocacy

Chapter 27. Practical Actions for the Champion

Chapter 28. Myths and Misconceptions

Chapter 29. The Multiplayer Excuse

Chapter 30. Closing Thoughts


Joe Kinglake is a professional Design Director with 12 years of experience in the AAA video games industry, having worked on some of the world’s biggest titles. Joe has spent the last 6 years of their career actively engaged in bringing a focus to making the industry a more inclusive, accessible place.



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